Made Code abit more concise for better compilation

This commit is contained in:
Menithal 2017-09-05 08:46:37 +03:00
parent 119a2703f7
commit 856452405e

View file

@ -909,13 +909,11 @@ void ModelEntityRenderer::animate(const TypedEntityPointer& entity) {
QVector<JointData> jointsData; QVector<JointData> jointsData;
const QVector<FBXAnimationFrame>& frames = _animation->getFramesReference(); // NOTE: getFrames() is too heavy const QVector<FBXAnimationFrame>& frames = _animation->getFramesReference(); // NOTE: getFrames() is too heavy
auto& animationGeometry = _animation->getGeometry(); QStringList animationJointNames = _animation->getGeometry().getJointNames();
auto& animationJointNames = animationGeometry.getJointNames(); auto& fbxJoints = _animation->getGeometry().joints;
auto& fbxJoints = animationGeometry.joints;
auto& originalFbx = _model->getFBXGeometry(); auto& originalFbxJoints = _model->getFBXGeometry().joints;
auto& originalFbxJoints = originalFbx.joints; auto& originalFbxIndices = _model->getFBXGeometry().jointIndices;
auto& originalFbxIndices = originalFbx.jointIndices;
bool allowTranslation = entity->getAnimationAllowTranslation(); bool allowTranslation = entity->getAnimationAllowTranslation();
int frameCount = frames.size(); int frameCount = frames.size();